Ship Specials are applied to modify the weapons, armor, or other characteristics of ships. They are installed onto Hulls from within the Shipyard. The Ships Specials are sorted below into Armor, Weapons, Hull, and Systems Specials.

Armor Specials

These specials increase the ship's resistance to one or more types of damage from attacker's weapons.

Reactive Armor (RA)

Reduces damage from Penetrating Weapons (Missile Weapons). NOT ON ROCKETS such as Hydra Rockets. Only one type of special armour is permitted on each ship (Including compound armour). This is one of the few armours offering great protection from the dreaded Halo defence missile.

Heavy Plating Armor

Hull Specials

These specials adjust hull characteristics such as speed and evasion.

Guidance Scrambler

Increase ships' evasion ability during combat. Note that this is NOT limited to missiles in spite of the description. This does not work on damage caused by Mortars and does not protect from splash damage. Use GS's evade to protect against Torps, Cannons, and Missiles.

Guidance Scrambler

I

II

III

Evade

+20%

+33%

+40%

Total Weight

+4%

+8%

+12%

Research

Oil

153,000

517,500

13,950,000

Metal

144,500

488,750

13,175,000

Energy

170,000

575,000

15,500,000

Zynthium

133,333

282,333

10,333,333

Research Time

2h 00m

16h 00m

6d 0h 00m

Requirements

Advanced Lab 3

Advanced Lab 5

Advanced Lab 9

Build

Oil

25,500

86,250

2,235,000

Metal

24,083

81,458

2,195,833

Energy

28,333

95,833

2,583,333

Zynthium

18,889

63,889

1,722,222

Build Time

2hrs 26mins

3hrs 56mins

7hrs 36min

​

Engine Upgrade

Increases ships' combat and map speed at the expense of weapon accuracy. Advised not to use Eng 3 on HH/FF without thrusters as the hulls get land locked and even more susceptible to attacks from mortars. Use Speed System III (SPD3 - a valued Drac print prize) instead on HHs & FFs.

Sonar Pod

Increase the range at which a ship detects submarines and torpedoes. (SONAR: SOund Navigation And Ranging)

Sonar Pod Type

I

II

III

Detection Range

8

16

25

Total Weight

+10%

+10%

+10%

Research

Oil

729,000

2,880,000

30,340,000

Metal

688,500

2,720,000

19,210,000

Energy

810,000

3,200,000

22,600,000

Zynthium

540,000

2,133,333

15,066,667

Research Time

1d 3h 55m

3d 15h 34m

6d 8h 30m

Requirements

Advanced Lab 5

Advanced Lab 7

Sonar Pod I

Advanced Lab 9

Sonar Pod II

Build

Oil

121,500

480,000

3,390,000

Metal

114,750

453,333

3,201,667

Energy

135,000

533,333

3,376,120

Zynthium

90,000

355,556

2,511,111

Build Time

4h 26m

6h 26m

9h 10m

Nautilus Battery

Increases the time a submarine stays submerged.

Battery Type

I

II

III

Weapon Weight

+10%

+19%

+33%

Cloak time

+14%

+27%

+39%

Research

Research Oil

1,962,000

20M

26M

Research Metal

1,853,000

19M

25M

Research Energy

2,180,000

22M

29M

Research Zynthium

1,453,333

15M

19M

Research Time

17h 47m

6d 17h

10d 9h

Requirements

Advanced Lab 9

NB I

Advanced Lab 10

NB II

Build

Build Oil

327,000

Build Metal

308,833

Build Energy

363,333

Build Zynthium

242,222

Build Time

5h 6m

​

Caterpillar Drive

Decreases the range at which opposing ships can detect your submarine. For foes with Sonar specials it drastically reduces the range of their Sonar detection.

Caterpillar Type

I

II

III

Weapon Weight

+5%

+10%

+14%

Cloak efficiency

+19%

+40%

+60%

Research

Research Oil

1,750,000

12,816,000

25M

Research Metal

1,653,250

12,104,000

23M

Research Energy

1,945,000

14,240,000

27M

Research Zynthium

1,296,667

9,493,333

18M

Research Time

13h 20m

4d 14h 43m 20s

9d 11h 56m 40s

Requirements

Advanced Lab 8

CD I

Advanced Lab 10

CD II

Build

Build Oil

291,750

Build Metal

275,542

Build Energy

324,167

Build Zynthium

216,111

Build Time

5h 11m

​

Cargo Hold

Cargo hold was awarded to players who have collected a set amount of salvage from Draconian salvage fleets during the Revenge Raid event. It can now be found as blueprints. It increases your cargo capacity, which means you can carry additional resources.

NOTE:

Combat Speed is no longer affected!

More than one can now be built on a ship!

Now available as Blueprint!

Draconian Cargo Hold Stats

Small Cargo Hold

Medium Cargo Hold

Large Cargo Hold

Weight

50 Tons

500 Tons

2000 Tons

Cargo Hold

20,000

100,000

500,000

Parts

4

5

6

Tier

1

2

3

Build

Build Oil

50,000

200,000

1000,000

Build Metal

40,000

160,000

800,000

Build Energy

40,000

160,000

800,000

Build Zynthium

200,000

200,000

200,000

Build Time

11minutes,15seconds

45 minutes

3 hour 45 min

Weapon Specials

These specials modify the effects of specific weapons or types of weapons equipped on the ship.

Electronic Range Finder

Reduces the spread radius of mortar and rocket based weapons concentrating their firepower to a tighter radius.

Range Finder Type

I

II

III

Weapon Weight

+3%

+6%

+9%

Spread

-9%

-19%

-30%

Research

Oil

72,000

248,400

1,687,500

Metal

68,000

234,600

1,593,750

Energy

80,000

276,000

1,875,000

Zynthium

53,333

184,000

1,250,000

Research Time

33m

6h 23m

2d 21h 26m

Requirements

Advanced Lab 2

Advanced Lab 4

Advanced Lab 6

Build

Oil

12,000

41,400

281,250

Metal

11,333

39,100

265,625

Energy

13,333

46,000

312,500

Zynthium

8,889

30,667

208,333

Build Time

1hr 26mins

3hrs 26mins

5hrs 26mins

Enhanced Warhead

Increases damage from missile based weapons.

Enhanced Warhead

I

II

III

Weapon Weight

+6%

+9%

+12%

Missile Damage

+14%

+21%

+33%

Research

Oil

261,000

1,809,000

16,920,000

Metal

246,500

1,708,500

15,980,000

Energy

290,000

2,010,000

18,800,000

Zynthium

193,333

1,340,000

12,533,333

Research Time

5h 41m

3d 8h 33m

6d 19h 53m

Requirements

Advanced Lab 3

Advanced Lab 6

Enhanced Warhead I

Advanced Lab 9

Enhanced Warhead II

Build

Oil

43,500

301.500

Metal

41,083

284,750

Energy

48,333

335,000

Zynthium

32,222

223,333

Build Time

2hrs 26mins

5hrs 26mins

​

Laser Targeting

Pinpoint Accuracy

Increases accuracy of missile based weapons AND allows missiles to hit submerged submarines if the missiles were fired while the subs are either surfaced or visible underwater*. Re-targeting only affects missiles.

Kixeye has publicly stated that Laser Targeting was never originally intended to allow missiles to hit subs while underwater, and this has been an ignored glitch for so long, it has become normal. This is why they introduced Sonar built-in to the Stalker Sub and Draconian Battle Cruiser.

Laser Type

I

II

III

Penetrating Accuracy

+20%

+40%

+60%

Weapon Weight

+3%

+6%

+10%

Retargetable

true

true

true

Research

Oil

198,000

472,500

2,137,500

Metal

187,000

446,250

2,018,750

Energy

220,000

525,000

2,375,000

Zynthium

146,667

350,000

1,583,333

Research Time

3h 23m

12h 30m

3d 18h 25m

Requirements

Advanced Lab 3

Advanced Lab 5

Advanced Lab 7

Build

Oil

33,000

78,750

356,250

Metal

31,167

74,375

336,458

Energy

36,667

87,500

395,833

Zynthium

24,444

58,333

263,889

Build Time

2hrs 26mins

4hrs 26mins

6hrs 26mins

​

Auto-loader

Reduces ballistic reload time.

Please note that AL III will add 60% to your weapon weight, and combined with Hardened Barrels III will make Assault Cannons very heavy and Rippers IV extremely heavy, making them fit only on relatively large ships.

Loader Type

I

II

III

Weapon Weight

+19%

+39%

+60%

Ballistic Reload

+39%

+75%

+110%

Research

Oil

344,700

3,931,200

25,920,000

Metal

325,550

3,712,800

24,480,000

Energy

383,000

4,368,000

28,800,000

Zynthium

255,333

2,912,000

19,200,000

Research Time

8h 00m

3d 8h 00m

10d 0h 00m

Requirements

Advanced Lab 4

Advanced Lab 7

Auto-loader I

Advanced Lab 10

Auto-loader II

Build

Oil

57,450

655,200

4,320,000

Metal

54,258

618,800

4,080,000

Energy

63,833

728,000

4,800,000

Zynthium

42,556

485,333

3,200,000

Build Time

3hrs 26mins

6hrs 26mins

11hrs 26min 40sec

​

High Explosive Shells

Increases splash damage of any weapon with splash effect.

Shell Type

I

II

III

Weapon Weight

+5%

+10%

+14%

Splash

+14%

+35%

+50%

Research

Oil

255,600

2,025,000

27,090,000

Metal

241,400

1,912,500

25,585,000

Energy

284,000

2,250,000

30,100,000

Zynthium

189,333

1,500,000

20,066,667

Research Time

6h 46m

3d 14h 15m

11d 1h 16m

Requirements

Advanced Lab 4

Advanced Lab 7

High Explosive Shell I

Advanced Lab 10

High Explosive Shell II

Build

Oil

42,600

337,500

Metal

40,233

318,750

Energy

47,333

375,000

Zynthium

31,556

250,000

Build Time

3h 26m

6h 26m

​

Cluster Warheads

Cluster Warheads reduce reload times for ship based rockets (Hydra, Maelstrom, Drac Rockets). They don't reduce missile reload. Originally they could only be won during the Storm Warning event but have been made available during other events. They are also available as a 4-part blueprint drop.

Cluster Warheads

I

II

III

Weapon weight

+9%

+17%

+30%

Reload speed

+60%

+110%

+170%

Build

Build Oil

42,500

1,275,000

4,462,500

Build Metal

39,375

1,181,250

3,543,750

Build Energy

46,700

1,401,000

3,502,500

Build Zynthium

52,050

1,561,500

3,903,750

Build Time

3h 39m 00s

8h 13m 00s

11h 49m 00s

Hardened Barrels

Increases ballistic weapon range.

Please note that HB III will add 60% to your weapon weight, and combined with Auto -Loader III will make Assault Cannons and Rippers IV extremely heavy, making them only fit on relatively large ships like the Hammerhead. A new Cannon System special (introduced early 2013) combines hardened barrels and auto-loader.

Barrel Type

I

II

III

Weapon Weight

+19%

+39%

+60%

Ballistic Range

+25%

+35%

+50%

Research

Oil

775,800

19,901,700

27,270,000

Metal

732,700

18,796,050

25,755,000

Energy

862,000

22,113,000

30,300,000

Zynthium

574,667

14,742,000

20,200,000

Research Time

1d 8h 00m

6d 16h 00m

10d 16h 00m

Requirements

Advanced Lab 5

Advanced Lab 9

Hardened Barrels I

Advanced Lab 10

Hardened Barrels II

Build

Oil

129,300

3,316,950

4,545,000

Metal

122,117

3,132,675

4,292,500

Energy

143,667

3,685,500

5,050,000

Zynthium

95,778

2,457,000

3,366,667

Build Time

4h 26m

9h 50m

12h 50m

​

Solid Fuel Booster

Increase missile weapon range. D53 missiles and SFB3 are a lethal, long-range combo, although if you don't have the blueprint unlocked Cut 3 can be used instead for the cost of less dps and range. Highly recommended to combine with Laser Upgrade 2-3.

Long Range Plans - Solid Fuel Boosters launch.

Solid Fuel Booster Type

I

II

III

Weapon Weight

+4%

+8%

+12%

Missile Range

+10%

+19%

+30%

Research

Research Oil

261,000

4,050,000

23,850,000

Research Metal

246,500

3,825,000

22,525,000

Research Energy

290,000

4,500,000

26,500,000

Research Zynthium

193,333

3,000,000

17,666,666

Research Time

1d 8h

6d 16h

10d 16h

Requirements

Advanced Lab 4

Advanced Lab 7

SF Booster I

Advanced Lab 10

SF Booster II

Build

Build Oil

43,500

675,000

3,975,000

Build Metal

41,083

637,500

3,754,167

Build Energy

48,333

750,000

4,416,667

Build Zynthium

32,222

500,000

2,944,444

Build Time

3h 18m

6h 31m

9h 45m

Concussion Warhead

Increases the damage of weapons that do concussive damage (most often torpedos).

Torpedo Warhead Type

I

II

III

Weapon Weight

+3%

+6%

+10%

Torpedo damage

+11%

+21%

+33%

Research

Research Oil

562,500

2,547,000

19,575,000

Research Metal

531,250

2,405,500

18,487,500

Research Energy

625,000

2,830,000

21,750,000

Research Zynthium

416,667

1,886,667

14,500,666

Research Time

6h 23m

3d 10h 01m

6d 16h 08m

Requirements

Advanced Lab 5

Advanced Lab 7

CW I

Advanced Lab 9

CW II

Build

Build Oil

93,750

424,500

Build Metal

88,542

400,917

Build Energy

104,167

471,667

Build Zynthium

69,444

314,444

Build Time

4h 36m

6h 20m

combusition system

insreases splash and projecttile speed of explosive weapons.

tech

draconian

projectile speed

+30%

weapon weight

+21%

splash

+35%

Systems Specials

The Systems combine the effects of two other specials. They usually do not stack with the specials whose effects they duplicate.

Stealth Attack System

An advanced system that improves the energy efficiency of submarine components, allowing for improved submerge time and torpedo firepower.

Stealth Attack System

I

II

III

Image

Stealth Attack System I

Stealth Attack System II

Stealth Attack System III

Total Weight

+9%

+18%

+30%

Cloak time

+10%

+19%

+27%

Concussive damage

+6%

+17%

+21%

Research

Reward from Forsaken Missions

Requirements

Unknown

Unknown

Unknown

Build

Build Oil

2,211,300

Unknown

Unknown

Build Metal

2,088,450

Unknown

Unknown

Build Energy

2,457,000

Unknown

Unknown

Build Zynthium

1,638,000

Unknown

Unknown

Build Time

7h 26m 40s

Unknown

Unknown

​

Cannon System III is equal to the combination of AL2 and HB2

An advanced system that improves your cannons' load rates and reach.

Cannon System III increases reload rate by 75% and ballistic range by 35%. It is a little less powerful than AL3 and HB3 combined, but this one Cannon Sys special occupies just the one slot on your ship -- a nice trade off.